HoI 4 Dev Diary - Leaders, abilities and Traits

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podcat

Game Director <unannounced>
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Hi everyone and sorry about the late diary (Swedish winter is heavy on sickness attrition!). Today we are going to talk about military leaders and how they can now grow and be tailored to your needs!

Traits and Leader Details
When we added the chain of command feature to Waking the Tiger we wanted to make sure players care more about their generals and field marshals and feel like they grow and level up. We also wanted to add more personality to leaders. To accomplish this we now have several kinds of traits. The old traits you are familiar with are now called Earnable Traits. Something you gain by doing something, like earning the “Desert Fox” trait by fighting in the desert. Then there are General Traits which are something you select yourself to assign to leaders. These will have prerequisites of different kinds. There are also Field Marshal Traits - which unsurprisingly only apply to field marshals (remember, field marshals with Waking the Tiger now lead other leaders). Finally, there are background or Personality Traits as well. As you can see in the picture below, Manstein has a background as a Brilliant Strategist, which increases his base stats.
manstein.jpg


We are still working on the personality traits, so I won't go into too much detail on them just yet. Usually they affect the leader’s base stats or make certain traits easier to gain (so someone with a background in tanks might be quicker to pick up the “Panzer Leader” trait). We also use these to model change in nations like the “Samurai Lineage” one (more on that once we cover Japan). We also have some “status” traits like “Wounded” where a leader may be left at lower capacity after an ill fated combat or “Sick”, which can be gained by trying to develop a video game in Sweden during the winter or by staying in high-attrition areas for a prolonged time.

To make managing easier we have also updated to leader selection screen so that you can sort and filter easier (type “Panzer” in the quick search field will get you all panzer related leaders for example).
leader_selector.jpg


Bonuses from traits and skill levels for your field marshals transfer down as well to your divisions, but at a reduced rate (right now you get 50% of the bonus, but no number is final) and you no longer lose your general traits when you promote to field marshal. When it comes to slots for assignable traits those are gained as your leader levels up.

“The Red Phone”
Many of you may have been wondering about the new topbar icon and it’s finally time to start talking about it today. It’s a new resource called Command Power and it symbolizes the ability of the government to go in and directly mess with the military - much like Hitler would use his red phone to bypass chain of command or prioritize things. Command power is used for promoting generals, taking certain military related decisions, managing air supply, assigning traits to generals who qualify and using command power abilities to affect divisions. There are also two more features that use them we will cover in future diaries.

These command power abilities are mostly unlocked by traits and apply to divisions under the general. They cost command power to trigger and run for a certain amount of time giving bonuses or other effects which offer up some neat new tactics.
command_powers.jpg

Here is a breakdown of the abilities:

Force Attack - Units gain attack bonuses, take no org damage while attacking, but take increased strength damage. They are also unable to retreat from attacks when this is active. As the active units take damage this will also hurt your nation’s war support.
Last Stand - Similar to Force Attack but when on defense. Use it if you must absolutely hold somewhere no matter what while attacking elsewhere. We also have some national flavor version of these for China and Japan.
Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so.
Staff Office Plan - Increases planning speed for the cases when you need to finish and launch a new plan quickly.
Siege Artillery - Combat bonus vs fortifications and also increases damage to the fortifications themselves substantially.
Glider Planes - Used in combination with paratroopers they let you drop more paras per transport and give them a boost to organization and defense towards enemy AA.
Makeshift bridges - Gives a substantial reduction to the river crossing penalty.
Extra supplies - Increases the time troops can be without supplies before suffering penalties.
Naval Assault Plan - Cuts down time needed to complete preparations for naval invasions.

Command power abilities, assignable traits and the new leader details view are part of the DLC. Most of the personality/background traits are part of the 1.5 “Cornflakes” update.

Next week we are going to, among other things, talk about how to make your troops deal with harsh weather. See you then!
 
Thanks for your patience! We got the diary here in the end ;)
upload_2017-11-29_18-28-17.png
 
This is really good!

How much of this will be in the expansion and how much in the Patch?

Check out the last section
Command power abilities, assignable traits and the new leader details view are part of the DLC. Most of the personality/background traits are part of the 1.5 “Cornflakes” update.
The visible stuff in this diary is mostly DLC
 
Will this be included for naval commanders as well?
Naval commanders are unchanged. but I'd wager you'll see them get a similar treatment in the future. There kinda needs to be more naval mechanics to hook into to give them more interesting abilities etc, so not something for Waking the Tiger.
 
@podcat

This looks really good. Would it be possible to have some personality traits hidden. Such as rash or cowardly. These would affect the generals combat abilities but something that a player should not really know about. they might be able to figure it out over time.

Rash=more casualties or something along those lines
cowardly=more likely to retreat or hesitant to advance
inefficient= higher supply usage

etc.

Hidden things are tricky. People will either be confused or look up script files etc. I think for a quite different game than HOI it would work, but something like this would be too different I think.

Perhaps traits regarding the popularity of the leader as well? If a general gets a lot of men encircled/killed, his command might suffer loss of morale and seek his replacement

We are sort of dipping our toes into roleplay with characters here. We will see if people like it. I would like to do more stuff like this but its a bit different from core HOI.

Podcat can you tell us what the four symbols (crossing swords, shield, etc stand for). I'm guessing attack, defense?
Oh, didnt we cover that in one of the first diaries on chain of command? We split upp skill level in 4 values: attack, defense, planning, logistics to make leaders more different and interesting